All ready now, forgot how stat worked

This commit is contained in:
Artur
2020-01-07 18:39:13 +01:00
parent d283532d97
commit 7141223f49
@@ -97,7 +97,7 @@
var/fireheal = 0 // BURN: Heal in Coffin while Fakedeath, or when damage above maxhealth (you can never fully heal fire)
var/amInCoffinWhileTorpor = istype(C.loc, /obj/structure/closet/crate/coffin) && (mult == 0 || HAS_TRAIT(C, TRAIT_DEATHCOMA)) // Check for mult 0 OR death coma. (mult 0 means we're testing from coffin)
if(amInCoffinWhileTorpor)
mult *= 3 // Increase multiplier if we're sleeping in a coffin.
mult *= 4 // Increase multiplier if we're sleeping in a coffin.
fireheal = min(C.getFireLoss_nonProsthetic(), regenRate) // NOTE: Burn damage ONLY heals in torpor.
costMult = 0.25
C.ExtinguishMob()
@@ -118,7 +118,7 @@
if(bruteheal + fireheal + toxinheal > 0) // Just a check? Don't heal/spend, and return.
if(mult == 0)
return TRUE
if(stat) //Faster regeneration while unconcious, so you dont have to wait all day
if(owner.current.stat >= UNCONSCIOUS) //Faster regeneration while unconcious, so you dont have to wait all day
mult *= 2
// We have damage. Let's heal (one time)
C.adjustBruteLoss(-bruteheal * mult, forced = TRUE)// Heal BRUTE / BURN in random portions throughout the body.